My Wulfgar the barbarian. Note my power-rating (2662) where my ability scores are. This needs to be high enough for you to select harder Challenge Ratings for missions.
When grouped, the game suddenly makes sense. The characters are designed as one whole, really, split into four. They all compliment each other. Big lumbering enemies which are almost impossible to beat hand-to-hand can now be kited around for people behind or at range to deal damage to, and smaller enemies that frustrate the more nimble characters can be whacked out of their way. Suddenly, there's energy and life to the game, and all that winded silence between your attacks is filled by someone else.
The levels themselves speed up, as people collaboratively find and pick up collectibles, which are dolled out between you automatically (though you have to collect equipment from chests individually, as it spews a piece for each of you). And best of all, if you fudge something up and die, it's no bother as you can simply be revived (and endlessly as far as I can tell). I'm even coming around to the idea of restricting all admin (levelling up and equipping and merchanting) to the village hub area, because it prevents people from faffing in menus during missions and slowing things down.
Play this way for a while and a deeper appreciation for the game will begin to take hold, and as you increase the Challenge Rating, strategy will emerge. The moves you unlock (that you buy between missions) come with various status effects, and you'll begin to pay attention to what they do and how to use them best. You'll begin to block and be less reckless with your assaults, and you'll start to understand how team attacks trigger, how executions trigger, and to look out for them.
This is an important sight: an optional rest. You can either take it and replenish health and potions, refresh abilities, and establish a new checkpoint to respawn at, or you can opt to up the loot rarity instead. Try to do the latter if you possibly can!
The environments can look fairly impressive. They have a good sense of scale and grandeur, and there are some big bosses to tackle.
Look, none of this completely transforms the game. Dark Alliance doesn't suddenly gain elegance and finesse because you're playing with other people. Enemies still do dumb things, like cluster around and try to attack downed teammates who are invincible (rather helpful in the right circumstances), and there's still a crudeness to the experience at the game's core. But what you were once enduring now becomes quite endearing. Now that I'm used to the rhythms of combat, I enjoy it. I barrel in with a flying knee and then charge up a huge swing with my hammer that literally whacks goblins into the air like golf balls, and sends them flying over the sides of cliffs. Who wouldn't enjoy that?
I find exhilaration in scraping through challenging battles with my newfound Cattie-Brie (ranger/healer) pal, us each reviving each other countless times. And I still get excited to return to the village hub after a mission to see what loot I will get. The missions are generally getting better, too, more impressive and grander, and there are many left to see. Factor in all the different Challenge Ratings (which I assume is what the endgame involves: rerunning them to acquire the best equipment sets) and there's a substantial amount of game here.
Dark Alliance is not a great game, then, but I don't think anyone was insinuating it was, hence the game's cheaper price point, hence the game being on Game Pass. Once you settle into it, it's comforting. It's like comfort food: moreish. It's not too clever, it's not too taxing, and it's better that way. And crucially, I want to play it more.